Summary: FBA-SimVis is a VANTED plug-in for the constraint-based analysis of metabolic models with special focus on the visual exploration of metabolic flux data resulting from model analysis. The program provides a user-friendly environment for model reconstruction, constraint-based model analysis, and interactive visualization of the simulation results. With the ability to quantitatively analyse metabolic fluxes in an interactive and visual manner, FBA-SimVis supports a comprehensive understanding of constraint-based metabolic flux models in both overview and detail.

This paper focuses on the contribution of Australian Football League (AFL) players to their team’s on-field network by simulating player interactions within a chosen team list and estimating the net effect on final score margin. A Visual Basic computer program was written, firstly, to isolate the effective interactions between players from a particular team in all 2011 season matches and, secondly, to generate a symmetric interaction matrix for each match. Negative binomial distributions were fitted to each player pairing in the Geelong Football Club for the 2011 season, enabling an interactive match simulation model given the 22 chosen players. Dynamic player ratings were calculated from the simulated network using eigenvector centrality, a method that recognises and rewards interactions with more prominent players in the team network. The centrality ratings were recorded after every network simulation and then applied in final score margin predictions so that each player’s match contribution-and, hence, an optimal team-could be estimated. The paper ultimately demonstrates that the presence of highly rated players, such as Geelong’s Jimmy Bartel, provides the most utility within a simulated team network. It is anticipated that these findings will facilitate optimal AFL team selection and player substitutions...

We present an interface for exploring large design spaces as encountered in simulation-based engineering, design of visual effects, and other tasks that require tuning parameters of computationally-intensive simulations and visually evaluating results. The goal is to enable a style of design with simulations that feels as-direct-as-possible so users can concentrate on creative design tasks. The approach integrates forward design via direct manipulation of simulation inputs (e.g., geometric properties, applied forces) in the same visual space with inverse design via “tugging” and reshaping simulation outputs (e.g., scalar fields from finite element analysis (FEA) or computational fluid dynamics (CFD)). The interface includes algorithms for interpreting the intent of users’ drag operations relative to parameterized models, morphing arbitrary scalar fields output from FEA and CFD simulations, and in-place interactive ensemble visualization. The inverse design strategy can be extended to use multi-touch input in combination with an as-rigid-as-possible shape manipulation to support rich visual queries. The potential of this new design approach is confirmed via two applications: medical device engineering of a vacuum-assisted biopsy device and visual effects design using a physically based flame simulation.

Modern scientists must consume ever bigger volumes of data gushing out of supercomputer simulations or high-powered sensors. Often, the data are represented as vast blocks of numbers which need to be transformed into a graphic representation which enables and improves understanding and analyzation. On their way from raw data to interactive visualizion, huge scientific datasets need algorithms out of three areas of research: reduction with a controllable approximation error, out-of-core techniques for huge datasets and interactive visualization of huge datasets with no visual error. All three topics are addressed by this thesis.
At the beginning, an automatic simplification technique is presented which reduces the number of elements of a dataset and controls the approximation error between the original dataset and the reduced dataset. The algorithm consists of a sequence of three steps which work globally on the dataset and improves all known approaches that use a sequence of many small local steps by increasing numerical stability and avoiding runs into local minima. With an achieved approximation error that is comparable to other known approaches, the reducer is about 3-5 times faster.
Next, an out-of-core data structure is introduced which allows for an efficient work on even biggest unstructured datasets with a low consumption of main memory and minimal accesses to secondary storage like hard discs. Based on the out-of-core data structure...

This thesis provides initial development of an interactive simulation for training Operational Logistics students in the management of Naval Operational Logistics. The model is designed with a modular architecture, enabling the flexibility to upgrade or modify selected components without altering the rest of the simulation. The simulation is implemented in the Java programming language, allowing the model to run on all major operating systems. The major components of the model include a discrete event simulation, a Graphical User Interface (GUI), and controller classes that connect the two. These controller classes pass user commands to the non-visual simulation for execution and information from the simulation to the GUI for display. Data required by the non-visual simulation is inputted from a separate database and configuration files. This feature allows the simulation to run different scenarios with distinct maps and graphics with no modification to the compiled computer code. The simulation and data structure developed in this thesis provide a solid foundation for further expansion into a fully featured interactive naval logistics training simulation.

Virtual battlefields devoid of vegetation deprive soldiers of valuable training in the critical aspects of terrain tactics and terrain-based situational awareness. Barren landscapes fail to provide trainees with necessary visual cues required to grasp the scale of their surroundings. Without the cover of vegetation, targets are easily visible from the air. Line of sight calculations become simply a matter of sorting elevations. There is a need to (re)introduce vegetation into the virtual battlefield to improve training effectiveness while minimizing the expenses typically incurred building such terrains.
This paper discusses the current state of the open source project GENETICS and how simulationists can use GENETICS to quickly and cheaply build large-scale natural environments to improve training effectiveness. It will also briefly touch upon level-of-detail techniques and ecotype modeling and how GENETICS is used to generate land cover data where none exists.

Approved for public release; distribution is unlimited.; The problems addressed by this research are to develop a new NPSNET simulator to allow simulations with any simulator that complies with the Distributed Interactive Simulation (DIS) protocol; to provide a more realistic simulation by maximizing the use of the Silicon Graphics Inc. (SGI) Reality Engine; and to provide for future extensions to the system. The approach taken for this research was to develop a DIS based simulator. To provide greater realism, Performer, a 3-D toolkit made by SGI was used to take advantage of its multiprocessing management capabilities, real-time scene management, and other rapid rending tools. To enhance the systems extensibility, C++ object classes were used to encapsulate entity behaviors and user inputs. The result of this work is the NPSNET-IV simulation system. This system uses the DIS protocol to interact with other heterogeneously developed simulators as was demonstrated in a week long simulation between NPSNET-IV and two different simulation systems written by the Air Force Institute of Technology. Performer's direct access to the Reality Engine hardware and real-time scene management allows integration of more realistic models and higher rates of movement in the virtual world. The extensibility of the system is enhanced through the use of C++ objects...

Approved for public release; distribution is unlimited.; The Computer Science Department at the Naval Postgraduate School in Monterey, California has developed a low-cost real-time interactive simulation system using the Distributed Interactive Simulation (DIS) Protocol, known as NPSNET, that works on commercially available Silicon Graphics IRIS workstations. The DIS protocol has provisions for an environmental effects Protocol Data Unit (PDU), but effects of a changing environment have not been implemented to use it. Furthermore, this lack of environmental effects reduces the realism of the simulations, such as NPSNET, that use the DIS protocol. The challenge in implementing environmental effects such as smoke, dust and the passage of time is to develop a model that users perceive as realistic, but is computationally cheap enough to be used in real-time applications. It is the lack of environmental effects, usable in interactive simulations, that we attempt to solve. This thesis focuses on creating a library of visually realistic environmental effects for NPSNET that includes smoke, flames, clouds, lightning, the passage of time and night observation devices. The algorithms were initially derived from physical models, but were found to be too computationally intensive to be used in a real-time application. Thus...

Computer animations are an essential part of today's visual production pipeline, for feature animated films and video games. By moving from static to dynamic scenes, immersion in virtual environments is greatly enhanced. Most of these animations however are concerning rigid or articulated bodies, and are generated manually by an artist or off-line. The interactive animation of deformable objects still is a challenging task, requiring high computational resources. Moreover, interactive environments for dressing up with virtual clothing or training surgeons on unaccustomed procedures pose higher requirements on fidelity as simple plausibility, which we denote by visual simulation.
This thesis presents a framework for the visual simulation of deformable objects, which is fast enough to be integrated into virtual environments. The modelling of these objects is based on continuum mechanics, yielding a better accuracy than the techniques commonly used in graphics. An important aspect of modelling are material laws. Measurements have shown viscoelasticity to be a distinctive characteristic of biological soft tissue, the hysteresis of cloth is a well known observation in standard Kawabata experiments. We introduce the modelling of viscoelasticity to graphics...

Halo is one of the most important basic elements in cosmology simulation,
which merges from small clumps to ever larger objects. The processes of the
birth and merging of the halos play a fundamental role in studying the
evolution of large scale cosmological structures. In this paper, a visual
analysis system is developed to interactively identify and explore the
evolution histories of thousands of halos. In this system, an intelligent
structure-aware selection method in What You See Is What You Get manner is
designed to efficiently define the interesting region in 3D space with 2D
hand-drawn lasso input. Then the exact information of halos within this 3D
region is identified by data mining in the merger tree files. To avoid visual
clutter, all the halos are projected in 2D space with a MDS method. Through the
linked view of 3D View and 2D graph, Users can interactively explore these
halos, including the tracing path and evolution history tree.; Comment: 9pages, 14figures

The word “Modio” is a compound word of Motion and Audio, which I coined for this thesis. The intent of this thesis is an interactive installation project that will explore and convert musical elements into visual elements, which will lead to various responses to the change caused by users’ interaction.

Fonte: London School of Economics and Political Science ThesisPublicador: London School of Economics and Political Science Thesis

Tipo: Thesis; NonPeerReviewedFormato: application/pdf

Publicado em //1990EN

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This thesis investigates the potential of computer graphics in providing for a graphics driven specification system that gives sufficient structure and content to form the simulation model itself. The nature of discrete event simulation modelling, the diagramming method of activity cycle diagrams which underpinned this research, the three phase simulation model structure, and the trend of visual simulation modelling are discussed as the basis for the research. Some current existing simulation languages and packages are reviewed, which gives insight into the essential features of an ideal computer simulation environment. The basic research method adopted was to build systems that exemplified the state of thinking at the time. The purpose of this method was to enable ideas to be developed, discarded and enhanced, and for new ideas to emerge. The research has undergone a series of application developments on the Apple Macintosh to examine the advantages and limitations of such systems. The first system developed during the research, MacACD, provides the basis for proposals concerning the enhancement of the ACD diagramming method in a computer-aided environment. However, MacACD demonstrated the limitations of an ACD interface and the need for a more flexible specification system. HyperSim...